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<title><![CDATA[ Dark GDK Experimentation worklog on Boolean Soup ]]></title>
<link><![CDATA[ http://bs.ruilhandel.net/index.php?p=worklogs&m=viewworklog&id=82 ]]></link>
<description><![CDATA[ Log of my experiments using Dark GDK ]]></description>
<language>en-us</language>
<pubDate>Tue, 05 May 2026 19:07:01 GMT</pubDate>
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<title><![CDATA[ New Project ]]></title>
<link><![CDATA[ http://bs.ruilhandel.net/index.php?p=worklogs&m=viewpost&id=310 ]]></link>
<description><![CDATA[ Hi there!
 Well, I&#039;ve decided to start a new project using darkgdk. I&#039;m going to make some of my own models and stuff for once - here&#039;s a couple of screenshots from the first &#039;scene&#039;:




Thats all for now - not even sure exaclty what the game will be about - just going to go with the flow :-). ]]></description>
<pubDate>Sat, 15 Aug 2009 00:59:41 GMT</pubDate>
<guid><![CDATA[ http://bs.ruilhandel.net/index.php?p=worklogs&m=viewpost&id=310 ]]></guid>
</item>
<item>
<title><![CDATA[ Progress and screenshot ]]></title>
<link><![CDATA[ http://bs.ruilhandel.net/index.php?p=worklogs&m=viewpost&id=305 ]]></link>
<description><![CDATA[ Well, I&#039;m making progress with my experimentation, though I must report that the docs for DarkGDK are a little confusing, and could do with containinf more information! Anyway, I decided to make a small shooter project to test the engine out, which is almost done. The code is jumbled as hell as I was rushing to make something happen, but hey, it works!

Here&#039;s a screenshot:


 I&#039;ll upload it here in a couple days, once I&#039;ve done a little polishment.
OScoder ]]></description>
<pubDate>Tue, 14 Jul 2009 23:27:29 GMT</pubDate>
<guid><![CDATA[ http://bs.ruilhandel.net/index.php?p=worklogs&m=viewpost&id=305 ]]></guid>
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<title><![CDATA[ Object class ]]></title>
<link><![CDATA[ http://bs.ruilhandel.net/index.php?p=worklogs&m=viewpost&id=304 ]]></link>
<description><![CDATA[ Hi there!
 Since I now have a computer worth running this on, I decided to take a look at DarkGDK, and what it can do. So, today I downloaded everything (visual c++ express, dark gdk, etx), and loaded it up. It&#039;ll be nice to try 3D programming with these simple functions, as opposed to the confusingness that is directX.

 So, so far I haven&#039;t done much, just ported over an old class I used in a gamedev library (yet another failed project :-( ). This should make everything alot less complicated, as it has a functionality similar to DIV. One (virtual) function, frame(), gets called every frame, by the synchronisation function I wrote, which has a linked list of all the objects. Basically, this will mean that instead of putting something like this in my main game loop:
Code:&nbsp; &nbsp; &nbsp; &nbsp; for&nbsp;(&nbsp;int&nbsp;i&nbsp;=&nbsp;1;&nbsp;i&nbsp;&lt;&nbsp;50;&nbsp;i++&nbsp;) &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dbRotateObject&nbsp;(&nbsp;i,&nbsp;dbObjectAngleX&nbsp;(&nbsp;i&nbsp;)&nbsp;+&nbsp;0.1,&nbsp;dbObjectAngleY&nbsp;(&nbsp;i&nbsp;)&nbsp;+&nbsp;0.2,&nbsp;dbObjectAngleZ&nbsp;(&nbsp;i&nbsp;)&nbsp;+&nbsp;0.3&nbsp;); 

I just put this:
Code:&nbsp; &nbsp; &nbsp; &nbsp; frame(); 

And this in the object class:
Code:void&nbsp;c_object::frame() { &nbsp;&nbsp;dbRotateObject&nbsp;(&nbsp; &nbsp; db_object_id, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dbObjectAngleX(db_object_id)&nbsp;+&nbsp;2, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dbObjectAngleY(db_object_id)&nbsp;+&nbsp;0.2, &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dbObjectAngleZ(db_object_id)&nbsp;+&nbsp;0.3); } 

 Just imagine how much simpler this will make things when I have multiple types of object that may or may not need running! The frame method is virtual as well, so I should be able to derive all my other classes from it too!

How good.
OScoder ]]></description>
<pubDate>Mon, 06 Jul 2009 18:13:16 GMT</pubDate>
<guid><![CDATA[ http://bs.ruilhandel.net/index.php?p=worklogs&m=viewpost&id=304 ]]></guid>
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